Has anyone tried the online functionality with game maker? Is it difficult?
I'm a big retard who doesnt know anything but i wanna make a digimon virtual pet thing but with online fights
Nicholas Garcia
I'm back to working on this for a while.
I made a boss and I think I'm getting a little closer to that Bangai O feeling that I want.
Bentley Richardson
Just forget about multiplayer for now. You probably wont even be able to make a virtual pet game any time soon. Start small and work your way up. Multiplayer is too difficult for a beginner.
Adrian Rogers
Does anyone know how to remove export variables in gdscript in godot? I had slapped an export onto one of my variables and now (with the export removed) I think the system still thinks the export is there because I can't change the variable value Thank you
Matthew Morgan
Made a tamagotchi game but with nukes.
Leo Bell
The background being this saturated hurts my eyes but your game looks juicy
David Richardson
progressio deep dish edition
Christian Price
How do I get good at making a story for a game?
Samuel Morris
>> Engines >GameMaker: yoyogames.com/gamemaker >Godot: godotengine.org >Haxe: haxeflixel.com >LÖVE: love2d.org >UE4: unrealengine.com >Unity: unity3d.com Why no XNA or Pygame or Allegro?
Isaac Evans
XNA/Monogame isn't an engine Pygame has horrendous performance Allegro isn't an engine
Anthony Cruz
By thinking of "the story" as "everything that happens to the player, including the choices they make."
Julian Long
Pygame isn't worth using. If you want Python-like syntax use Godot.
Jeremiah Perez
FUCKING DELETE THIS
Christian Young
is rpg maker suitable for making a VN game? or is there an engine more suited for that genre you would recommend
Angel Gomez
RenPy was quite literally made for this. There's also tyranobuilder on steam
Joshua Martinez
Anyone here have any experience with GM:S networking? I've got it doing exactly what I want finally but sending data from the server to the clients for some reason causes an insane amount of lag on the servers game.
I've narrowed the problem down to exactly when it sends.
----[ Recap ]---- Game: Project Sunshine (placeholder) Dev: eternal Tools: Unity Web: None yet Progress: + Mostly finished debugging first boss. + Updated old lasers to make them work with new code. + Figured out how to use SendMessage. - Ran into issues with WebGL build.
Jayden Richardson
i'll do the art for your game
Jayden Lee
post art
Lincoln Green
You can dash through the blue bullets, but not the others. Debating whether to go full Ikaruga with this.
Nathaniel Green
reposting engine progress. Testing my file importer.
Brody Cox
Pygame is awful. Maybe only if they're teaching kids python and want to use their interest in making games.
Isaac Hill
----[ Recap ]---- Game: Sim Loli Dev: user Tools: C++ Web: n/a Progress: + Added in skin/hair/eye palette swaps for the new graphics + Added in mutliple tabs to the NPC status GUI for health, sexual, etc. + Fixed some bugs in sprite-fonts and GUI buttons + Worked on saving/loading - Still a bunch of saving/loading work to do ;_;
Isaiah Sanchez
>tfw you're a failure and will never finish a game
Gavin Gutierrez
next up, antialiasing
Austin Evans
Having added an orbit cam, the problem is even more obvious. I'm definitely going to have to have the camera move in sync with the planet rotation -- this looks really, really stupid.
Bleh.
Levi Murphy
You need to mute the background color a bit, but everything else looks pretty good.
Eli Lopez
Why isn't your cam maintaining the same rotation as your ship when you zoom in?
Daniel Jackson
wish me luck, dev brethren
Blake Edwards
You engine dev right? You got any tips for someone making there own engine?
Eli Evans
This is the kind of shit your game will be put up alongside of in the weekly recap.
Jayden Wilson
Don't.
Angel Green
and?
Elijah King
Added cover system, also indicators on cover level.
Moved to physics based movement system to help in the future. Also added an "animation system" for hand and objects. Works by having a parent take in another object, and lerp the object between the positions of all of it's children (plus there are some stats such as speed and a boolean saying whether or not repeat the animation). I think this will be good for the future when I want to have little animation to show actions.
Lastly I adjusted scripts so they now they work in multiplayer as well.
Next I will work on inventory and equipment.
Brandon James
I've done that and a lot more before, just redoing everything with a maintainable, cross platform architecture.
Isaiah Foster
XNA is dead so it should be Monogame. Pygame is shit. Allegro is the worst or at least the least popular of the big 3 native libraries (the other two being SDL and SFML).
Monogame deserves to be up there as much as LOVE does.
Nathan Jackson
nice
Kevin Reed
Nobody is forcing you to share your game development progress on this Chinese cartoon board.
Adam Barnes
Because the ship is a child of the planet GameObject, so it moves with it by default but the camera is not because the camera's rotation is being explicitly set every frame (from the input). I'm going to have to add the orbital rotation speed to the camera's rotation.
Hunter Bennett
For .
Andrew Russell
Looks great user. Not sold on the cover system, since how are you in cover from the south when the occluding object is to your north. Seems like it's more intuitive to know that the object blocks projectiles, no need for the shield icon.
Aiden Cooper
>Why isn't your cam maintaining the same rotation as your ship when you zoom in? This would be a very bad idea, but space strategy user is right that the camera rotation should rotate with the planet.
Jaxon Campbell
Continuing on to this, I want someones opinion on how I do cover.
Basically "cover" is a percent chance for a projectile to pass through it. Very low, low, medium, high, very high, and full all give 10, 25, 40, 60, 75, and 100% chance to block an incoming projectile respectively.
Armor and damage calculations are all done on hit.
What's your opinion on this system?
Also, do you like having cover icons?
Some extra notes, guns jsut don't shoot in a direct line, they vary based on a mixture of control and accuracy,
Isaac Phillips
Is better if you use an external dll. But like said, if is your first time using gm go for something way smaller. Online games require a lot of experience since you have to plan a lot of stuff.
Logan Cruz
>shaming devs
Brandon Turner
>write a canvas app >runs very slow on firefox, sometimes as bad as 1 fps >think i just coded it badly >runs very fast on chrome, usually 60 fps wew
Daniel Thomas
----[ Recap ]---- Game: Shiphack Dev: vestigial Tools: Unity Web: vestigialdevelopment.com Progress: + Greenlight started - No demo for dd11
Noah Phillips
Good luck
Carter Phillips
How isn't allegro an engine? >Allegro is a cross-platform library mainly aimed at video game and multimedia programming.
Caleb Lee
>Monogame deserves to be up there as much as LOVE does. I don't disagree, still doesn't make it an engine.
Blake Wood
Thank you!
The cover system is also for two other reason, first for the AI to use. And 2nd to give a boost to control which is basically the inverse of accuracy. higher it is, better accuracy and it's increased by aiming in, being in cover, etc and lowed by running, getting shot, etc.
As you can see from my comment here cover also only blocks projectile based on the level of cover, not necessarily blocking all projectiles (except for full cover).
Andrew Gonzalez
It's a basic library, it's not even a framework (like XNA) and it's definitely not an engine
Dylan Green
>Allegro is a cross-platform library >library
That means it's not an engine, user.
Jaxon Jones
Hm. Well I guess I have a fundamental misunderstanding of what an engine is then.
Jayden Baker
Think of allegro like walls and engines like a house.
Allegro can be used to develop engines, in perhaps an unlimited number of ways, but just by it's self it's not an engine.
Of course someone can still build shelter out of it, you can definitely get a running game jsut with the package, but it's not an engine
Justin Hernandez
So I got a question here
I got this controller blueprint here. I want the character to move to the clicked point but only when the mouse button is held down. I thought this gate opening only when the button was pressed and closing when it was released would do it.
But it doesn't
It will actively fight against my attempts to move the character with the WASD keys until the actor reaches the clicked location regardless of whether or not the mouse button is still being held down
Send help.
Jordan Price
If Allegro isn't an engine, neither is LÖVE
Thomas Russell
you have to call StopMovement on the character's movement component when the mouse is released
Oliver James
Love isn't an engine.
Colton Long
Exactly. Why is it in the OP under *engines*? That's what this argument is about. Learn to read.
Gabriel Fisher
LÖVE is more like a framework though. It has a renderer. It's kinda like Ogre.
Aaron Evans
Thanks for that. It works now
I'm going to change it so that it proceeds as normal until it receives input from the directional keys now. Shouldn't be difficult
Charles Torres
just making some last-minute high-quality icons for the demo
Zachary Parker
>Shouldn't be difficult Now the directional keys don't work at all even if I completely delete the events from the controller (Directional movement is handled by the character at the moment) and make it like it was before I messed with it.
Well I have no idea what the issue is so I can't ask for help. Oh well
Matthew Foster
Nevermind. I found the issue
Nolan Diaz
I'm thinking of making a story based first person game. Think it would sell?
Robert Perez
How many lesbians does it have?
Seriously, though, it would need a really good story and have very good word of mouth to sell half a damn
Brayden Lewis
----[ Recap ]---- Game: City Night Dev: Anonymous Tools: C, Allegro, SDL Web: No Progress: + Finished my spriting tool + Vowed to never nodev again - Nodevved for 2 months
Ryder Bennett
Maybe . Depends on execution
Julian Phillips
3 hours to go who is ready
James Ortiz
me
Isaac Cruz
WE
Jason Brown
wrong board
Jack Gomez
What about a murder mystery where your responses change the culprit, up to it being yourself?
Liam Harris
Have fun with that narrative nightmare
You ever write before?
Well that's a real shit place to start
Logan Thomas
----[ Recap ]---- Game: Ctesiphon Dev: Stomy Tools: LibGDX, GtkRadiant, Blender, GIMP Web: stomygame.tumblr.com Progress: + Added unique reloading and ammo pickup sounds for the shotgun - Currently moving house, so while I'll have demo, it will be another minimal change from last time
Leo Morgan
I- I'll start working on a game for Demo Day 12 starting tomorrow.
Gabriel Flores
Make one for DD11 now.
Liam Johnson
Now that someone made aggydaggy.com I'll probably just not renew vidyadev.com since I never did anything with it. (it expires 11/25)
Caleb Wright
Was that where the original tracker was?
Lincoln Diaz
Congrats on Greenlight! Link?
Grayson Fisher
Yeah. I grabbed it after it expired from the original owner and I was going to restore it, but I turned out to be too lazy to do that.
One more progress update for today: My game now features skeletons. They attack the player, but neither you nor they have health yet so nothing happens. I'm still enjoying the learning but I do get what that user meant when they said it wouldn't last, it's like disassembling a logic puzzle every time I hit a roadblock and that's not so much fun.
Jackson Wright
looks like the poor skeleton just doesn't have it in him to hurt the player
Kayden Kelly
They're very timid skeletons, the first enemy the player encounters. I'll probably make meaner and more aggressive skeletons for later on. My game will have a lot of skeletons in it.